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XT'S ULTIMATE KT DOC V13.

3
★PDF | GDOC★

FACTION REFERENCES RESOURCES


➔ Brood Coven [Genestealer Cults] ➔ How I Use the Faction References
➔ Cadre Mercenary [Kroot] ➔ Changelog
➔ Chaos Daemons ➔ Tokens
➔ Commorrites [Drukhari] ➔ Matched Roster & Score Sheet
➔ Craftworld (Aeldari) ➔ Tac Ops Summary
➔ Death Guard
➔ Deathwatch [Space Marines] USEFUL LINKS
➔ Ecclesiarchy [Adepta Sororitas]
➔ Rules Reference Sheet (ChronoDK)
➔ Forge World [Adeptus Mechanicus]
➔ Rules Reference Sheet (Armagonix)
➔ Greenskin [Orks]
➔ Grey Knights
➔ Narrative Spreadsheet (Iamlegume)
➔ Heavy Intercessors [Space Marines]
➔ Narrative Data Cards (Anarchistscourge)
➔ Hive Fleet [Tyranids]
➔ Hunter Cadre [Tau]
➔ Data Card Templates (XionTawa)
➔ Imperial Guard [Astra Militarum]
➔ Data Card Templates (Dovahkruz)
➔ Infiltrators/Incursors [Space Marines]
➔ Data Card Template (Sensitive-Cry8893)
➔ Intercessors/Assault Intercessors [Space Marines]
➔ Data Card Templates (Evileyeball)
➔ Kommandos [Orks]
➔ Reivers [Space Marines]
➔ Reference Card Generator (Magralol)
➔ Scouts [Space Marines]
➔ Battlescribe to Data Card (Jaakkofi)
➔ Tactical Marines [Space Marines]
➔ Talons Of The Emperor
➔ Tac Ops Deck Builder (Piezo32)
➔ Thousand Sons
➔ Tomb World [Necron]
➔ Objective Marker Rings (Clayperce)
➔ Traitor Space Marines [Heretic Astartes]
➔ Troupe [Harlequins]
➔ Veteran Guardsmen [Astra Militarum]

TO DO

UPCOMING FACTIONS
➔ Hunter Clade [Adeptus Mechanicus]
➔ Tau Pathfinders
➔ Novitiate Sisters [Adepta Sororitas]
CHANGELOG

V13 - 09/17/21 V5 - 08/29/21


● IT IS FINISHED!!! (For now…) ● Added Craftworld thanks to u/SurprisingJack.
● Added Reivers (Space Marines)! ● “Fixed” Bolter Discipline and Shock Assault.
● Added Brood Coven (Genestealer Cults)! ● Rethemed Forge World and Greenskins.
● Added Veteran Guardsmen! ● More Token Layout changes.
V12 - 09/16/21 ● More Useful Links.
● Added Cadre Mercenary (Kroot)! ● Lots and lots MORE editing.
● Formatted Death Watch and Hunter Cadre to V4 - 08/27/21
one page. ● Added Thousand Sons with help from u/Quaath.
● Changed all icon images to unicode. ● Added Chaos Daemons with help from
● Added a Command Point tracker. u/Musclemonte80.
● Lots of new Useful Links. ● Revamped Matched Roster.
● Lots of fixes. ● Added a “Top of Document” link.
V11 - 09/14/21 ● Added Page numbers for easier printing.
● Added Hive Fleet reference! ● Added more Useful Links.
● Added a Tac Ops Reference/Summary. (Work in ● Rethemed Grey Knights, Heavy Intercessors,
progress.) and Deathwatch.
● Added more Useful Links. ● Lots and lots of editing.
● Changed most of the icon images to unicode. ● Changed Tokens layout.
(Work in progress.) V3 - 08/26/21
V10 - 09/08/21 ● Added PDF for mobile.
● Added Score Sheet to Matched Roster! ● Added Scouts [Space Marines] with help from
● Added Infiltrators/Incursors! u/Mofoicus.
● Fixed and added missing info to Chaos ● Added Numbered Tokens.
Daemons...again. ● Fixed an issue with the matched roster when
converting to PDF.
V9 - 09/07/21 ● Fixed Attacks on Chainsword.
● Finished cleaning up Kommandos. ● Rethemed Commorrites and Death Guard.
● Fixed Chaos Daemons and Greenskins.
● Rethemed Roster, Grey Knights, Heavy
Intercessors, Hunter Cadre, and Imperial Guard.
● Added more useful links!
V8 - 09/02/21
● Added Kommandos thanks to Keaton W. (First
Draft)
● Rethemed Traitor Space Marines and Troupe.
● More Clean Up.
V7 - 09/01/21
● Added Tempestus Scions to Imperial Guard.
(Whoops!)
● Fixed the very broken Tactical Marines sheet.
● Fixed Intercessors/Assault Intercessors.
● Rethemed Imperial Guard, Intercessors, Forge
World, Hunter Cadre, and Tactical Marines.
● Changed the boxes in the Roster.
● Lots and lots of clean up.
V6 - 08/31/21
● “New” Matched Roster.
● Fixed some data.

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TOKENS

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MATCHED ROSTER & SCORE SHEET
NAME KILL TEAM NAME FACTION

# ✔ UNIT WEAPONS/ABILITIES/EQUIPMENT WOUND TRACKING


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OBJECTIVES TAC OPS 1 TAC OPS 2 TAC OPS 3

◯◯◯◯◯◯ ◯◯◯◯◯◯ ◯◯ ◯◯ ◯◯

COMMAND POINTS ◯ ◯ ◯ ◯ ◯ ◯

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TAC OPS SUMMARY

SEEK AND DESTROY SECURITY INFILTRATION RECON

HEADHUNTER
Enemy Leader Killed.
★ 1VP.
★ 1st or 2nd Turn, 1VP.
CHALLENGE
1st Turn Reveal step. Choose
one enemy and friendly unit.
★ If the enemy is killed by
the friendly, 1VP.
★ If done within ⬟, 1VP.
ROUT
Any Turn, Target Reveal step.
★ If you kill an enemy within
⬟ of their drop zone, 1VP.
★ In a later turn, 1VP.
EXECUTION
End of turn where you killed
more than your opponent.
★ At the end of the game, if
you killed more than your
opponent in 2+ turns, 1VP.
★ If 3+ turns, 1VP.
DEADLY MARKSMAN
Secretly select a unit. Reveal
when they kill a unit while
within ◼ of their dropzone.
★ If you kill another, 1VP.
★ If achieved & still alive at
the end of the game, 1VP.
ROB AND RANSACK
Enemy killed in melee, and not
within ◼ of other enemies.
★ 1VP.
★ If achieved & still alive at
the end of the game, 1VP.

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BROOD COVEN (GENESTEALER CULTS)
NEOPHYTE (Leader1) ACOLYTE (Leader1) | METAMORPH (Leader2)
M APL GA DF SV W M APL GA DF SV W
3◯ 2 2/1 3 5+ 7/8 3◯ 2 1 3 5+ 8/9

SPECIAL ABILITIES
Icon Bearer: +1 APL for Control Point Purposes.
Cult Icon (1AP): Until end of turn, when rolling attack dice, can reroll one die.
Lash Whip: When an enemy is engaged with a unit with this weapon, -1 Attacks.

NAME A BS/WS D SR !
1
Autogun 4 4+ 3+ 2/3
Autopistol 4 4+ 13+ 22+ 2/3 Rng ⬟
1
Bolt Pistol 4 3+ 2+ 3/4 Rng ⬟
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯
Grenade Launcher - Frag 4 4+ 2/4 Blast ◯
Grenade Launcher - Krak 4 4+ 4/5 AP1
Hand Flamer 4 2+ 2/2 Rng ⬟, Torrent ▲
Heavy Rock Cutter 4 4+ 5/7 Lethal 5+
Heavy Rock Drill 4 3+ 4/7 Brutal
Heavy Rock Saw 4 3+ 5/6
Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade
Lash Whip 4 2+ 3/4 Rng ◼ Stun
Mining Laser 5 4+ 5/6 Heavy, AP1
Seismic Cannon - Long-wave 6 4+ 2/2 Heavy, Blast ▲ Stun
Seismic Cannon - Short-wave 4 3+ 4/4 Rng ⬟, Heavy Stun, P1
Shotgun 4 3+ 12+ 3/3 Rng ⬟
Web Pistol 4 2+ 2/2 Rng ⬟ Stun
Webber 4 3+ 2/2 Rng ⬟, Lethal 5+ Stun
⚔ Chainsword 4 3+ 3/4
⚔ Cult Bonesword and Claw 4 2+ 4/6 Balanced, Lethal 5+
⚔ Cult Bonesword and Metamorph 4 2+ 4/6 Balanced, Lethal 5+ Rending
⚔ Cult Knife and Claw 4 3+ 12+ 4/5 Balanced Rending
⚔ Gun Butt 3 4+ 2/3
⚔ Metamorph Mutations 4 3+ 22+ 4/6 Balanced, Brutal Rending
⚔ Power Maul 4 3+ 4/5 Stun
⚔ Power Pick 4 3+ 4/6 Rending

STRATEGIC PLOYS EQUIPMENT


CULT AMBUSH 1.) BLASTING CHARGE [2EP]
1st turn. When units are activated, they can change order. 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect -

If in cover, and has 💀 LURK IN THE SHADOWS


, or is ready, can retain an additional defense
die for cover, or retain one crit save instead. 4 3+ 5/6
2.) DEMOLITION CHARGE [4EP]
Rng ⬟, Limited, Blast ◯, Indirect, AP1, Unwieldy
TACTICAL PLOYS 3.) HEAVY WEAPON BIPOD (Neophyte Heavy Gunner) [2EP]

💀
UNDERGROUND If you don’t move, you can reroll one attack die..
During setup, one unit can be given , and set up anywhere that is 4.) FLASH VISOR [1EP]
within ▲ of heavy terrain and more than ⬟ from enemies, and their Can ignore any and all mods to APL..
drop zone.
5.) MINING TOOL RIG (Acolyte Fighter) [3EP]
INTO THE SHADOWS
At end of activation, if unit has 🎯
, give them 💀. Heavy Rock Weapon gains Relentless..
6.) STRUCTURAL SURVEYOR* [3EP]
CROSSFIRE (1AP) Select one terrain within ⬟, and a friendly within ◼ and
After Shoot, until end of turn, units that attack the same unit can Visible. Until end of turn, each time they shoot, terrain is not
reroll one attack die. Obscuring, and enemies cannot gain Cover from it.

After activating a unit with💀


LYING IN WAIT

💀
, and is more than ◼ from enemies.
Can activate another unit with ◼ of this unit that has and is ◼
from enemies as well..

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CADRE MERCENARY (KROOT)
WARRIOR , LEADER , HOUND1 2
1 1
KROOTOX
M APL GA DF SV W M APL GA DF SV W
3◯/14◯ 2 1 3 6+ 8/9 3◯ 3 1 3 4+ 16

SPECIAL ABILITIES
1
Masters of Camouflage: While in Cover, SV is 4+.
2
Hunting Beast: Cannot perform mission actions, and cannot be equipped.

NAME A BS/WS D SR !
Kroot Rifle 4 4+ 3/4
⚔ Rifle Blades 3 3+ 3/4
⚔ Ripping Fangs 4 3+ 3/4 Rending
Kroot Gun 4 4+ 5/6 Rending
⚔ Krootx Fists 5 3+ 4/6 Brutal
Kroot Hunting Rifle 4 4+ 3/3 Heavy, SIlent MW1
⚔ Skinning Blade 4 3+ 3/5
Trophy Pistol 4 4+ 3/4 Rng ⬟, Blast ▲, Balanced

STRATEGIC PLOYS EQUIPMENT


HUNTING CALL 1.) KROOT HUNTER RIFLE [3EP]
During Fight, can re-roll one attack die.
2.) SURE-FOOT CHARM* [2EP]
PATIENT STALKERS
Can charge while . 💀 After activation, activate another unit within ◼ and Visible.
3.) SKINNING BLADE [2EP]
FIELDCRAFT
(1AP): Change unit’s order. 4.) TROPHY PISTOL [3EP]

PERFECT AMBUSH 5.) BOLAS [3EP]


1st turn only. Can change orders on activation. (1AP): Select an enemy within ⬟ and Visible. Roll 3D6. If
the total is > the target's Wound characteristic. -1 APL.
TACTICAL PLOYS Cannot use while engaged w/enemies.

A GORY FEAST
On kill, +1 APL and regain D6 lost wounds.
BRUTE STRENGTH (Krootox)
When moving, it can move through light terrain and units as
if it wasn’t there.

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CHAOS DAEMONS
BLOODLETTER (Icon¹, Horn², Bloodreaper) BRIMSTONE HORROR³/BLUE HORROR
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 6+/5++ 9/10 2◯ 2 1 2 6+/6++ 5/6

DAEMONETTE (Icon¹, Horn², Alluress)


SPECIAL ABILITIES
M APL GA DF SV W ¹DAEMONIC ICON (1AP): Until the end of the turn, while this
3◯ 2 1 3 6+/5++ 8/9 unit is within ◼ of this unit, improve its invulnerable save by 1.
PLAGUEBEARER4 (Icon¹, Horn², Plagueridden) ²INSTRUMENT OF CHAOS (1AP): Until end of turn, +1▲ to
Move or Charge.
M APL GA DF SV W
¹ICON BEARER: +1 APL for Control Point Purposes.
2◯ 2 1 3 5+ 5/6
3
INSIGNIFICANT: Pickup takes 2AP, and can’t be equipped.
PINK HORROR (Icon¹, Horn², Iridescent) 4
DISGUST RES - D6 on wound, 5+ not lost. Cannot be Injured.
M APL GA DF SV W
3◯ 2 1 3 6+/5++ 8/9

NAME A BS/WS D SR !
⚔ Hellblade 4 3+ 2+ 4/6 Lethal 5+
⚔ Fists 3 5+ 4+ 2/3
Coruscating Flames 4 3+ 2+ 2/3
Fizzing Flames 4 4+ 2/3 Rng ⬟
Brimstone Fists 2 5+ 2/3
⚔ Claws 3 3+ 4/5 Relentless
⚔ Plaguesword 4 3+ 4/6

STRATEGIC PLOYS EQUIPMENT


UNSTOPPABLE FEROCITY (Khorne) 1.) BRASS HORNS (Khorne) 1EP
Add 1 to the Attacks characteristic of melee weapons. Each time this unit fights in combat, in the Roll Attack Dice
GLISTENING BARRAGE (Tzeentch) step of that combat, if it performed a Charge action during
Ranged weapons gain Ceaseless. that activation, you can re-roll one of your attack dice.
QUICKSILVER SWIFTNESS (Slaanesh) 2.) SCORCHED SKULL (Khorne) 3EP
Each unit gets a free Dash action. 4 4+ 4/5 AP1 -
CONTAGION (Nurgle)
Each enemy Visible and within ◯ is considered injured. 3.) RITUAL DAGGER (Pink/Blue Horror) 2EP
3 4+ 3/6 Balanced -
TACTICAL PLOYS
WARP SURGE 4.) TRINKET OF FLUX-2EP
When a friendly unit is selected as the target of a ranged PINK HORROR or BLUE HORROR unit only. Select one
attack. Until the end of the turn, each time a shooting attack is coruscating flames or fizzing flames the unit is equipped with.
made against that friendly unit, you can re-roll any or all Add 1 to that weapon's Damage characteristic for the battle
defense dice. 5.) RANCID VOMIT (Nurgle) [3EP]
EPHEMERAL REGENERATION 5 2+ 2/3 Rng ⬟, Torrent ▲ -
When a friendly unit is activated. That friendly unit regains
2D3 lost wounds. 6.) DEATH’S HEADS (Nurgle) [1EP]
SPLIT (Pink Horror 2CP) (Blue Horror 1CP) 4 3+ 3/5 Rng ⬟ -
When killed:
PINK HORROR: set up two BLUE HORROR units close as 7.) ALLURING MUSK (Slaanesh) [3EP]
possible to that unit and not within Engagement. 5 2+ 1/1 Rng ⬟ Stun
BLUE HORROR: set up one BRIMSTONE HORROR unit 8.) PIERCING CLAWS (Slaanesh) [2EP]
close as possible to that unit and not within Engagement. Claws gain +1 Crit Dmg, and Rending on Crit.
In either case, set up those units with the same order as the
previous unit (including if it was ready or not). In narrative
play, units set up as a result of this Tactical Ploy are no longer
part of your kill team after the game.

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COMMORRITES (DRUKHARI)
Kabalites Wyches
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 8/9 3◯ 2 1 3 6+/5++ 8/9

NAME A BS/WS D SR !
⚔ Agoniser 4 2+ 3/6 Lethal 5+, Brutal
⚔ Array Of Blades 3 3+ 2+ 2/3 Rending
Blast Pistol 4 2+ 4/5 Rng ⬟, AP2
Blaster 4 3+ 5/6 AP2
Dark Lance 4 3+ 6/7 Heavy, Unwieldy, AP2
⚔ Hekatarii Blade 4 3+ 2+ 3/4 Rending
⚔ Hydra Gauntlets 5 3+ 4/6
⚔ Power Weapon 4 2+ 4/6 Lethal 5+
⚔ Razorflails 5 3+ 3/4 Ceaseless, Brutal Reap 1
⚔ Shardnet And Impaler 4 3+ 4/5 Engaged enemies have -1 Attacks
Shredder 5 3+ 3/4 Blast
Splinter Cannon 5 3+ 3/5 Heavy, Lethal 5+, Fusillade
Splinter Pistol 4 2+ 2/4 Lethal 5+, Rng ⬟
Splinter Rifle 4 3+ 2+ 2/4 Lethal 5+

STRATEGIC PLOYS EQUIPMENT


FLEET 1.) PHANTASM GRENADE LAUNCHER (Leader) [3EP]
Free Dash with Fall Back or Normal Move. 4 3+ 1/2 Rng ⬟, Blast ▲, Lethal 5+ Stun
AGILE GLADIATORS (Wych)
Enemy fight normal hit, roll D6, parry 4+. 2.) PLASMA GRENADE [2EP]
● Can move through other units. 4 3+ 3/4 Rng ⬟, Limited, Blast ◯, Indirect -
● Ignore first ◯ for climbing, traversing, or falling.
● Auto pass jump tests. 3.) KABALITE BANNER (Sybarite) [3EP]
While friendly Kabalite is Visible and within ◼, when
PREY ON THE WEAK determining control of objective, friendly Kabalite has +1
If the target is injured, can reroll 2 attack dice. APL. This is not a modifier.
INURED TO SUFFERING 4.) AGONITE* (Kabalite) [3EP]
Roll D6 on wound, on 6+ no wound. Only if one unit is dead. Choose 1 Splinter weapon, add Relentless.
TACTICAL PLOYS 5.) DEATH BLOOM* (Kabalite) [3EP]
POWER FROM PAIN Choose 1 Splinter weapon, add Rending.
On kill, one ready unit within ⬟ from enemy can activate, add 6.) FERALEX* (Kabalite) [3EP]
1 to it’s APL, and Shoot or Fight twice. Choose 1 Splinter weapon, add Splash 1 crit hit.
NO ESCAPE (Wych) 7.) HAYWIRE GRENADE (Wych) [2EP]
When an enemy Falls Back, roll D6. On 3+ they cannot. 4 3+ 2/3 Rng ⬟, Blast ◯, Indirect -
If more wounds -1, if injured +1, to roll.
If enemy SV is 3+ or better, this has Lethal 4+.

8.) PAINBRINGER* (Wych) [2EP]


If attack dice does 3 or less, subtract 1.
9.) GRAVE LOTUS* (Wych) [2EP]
Each Fight, the first time you strike, +1 dmg.
10.) ADRENALITE* (Wych) [2EP]
If you Charged, you can re-roll one attack dice.
11.) HYPEX* (Wych) [2EP]
Add ▲ to Movement.

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CRAFTWORD (AELDARI)
Storm/Defender Guardian Guardian Defender Heavy Weapon Platform
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 8/9 2◯ 0 1 3 3+ 12
Ranger Dire Avenger
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 5+ 8/9 3◯ 2 1 3 4+ 8/9
CAMMO CLOAK: Retains 1 additional defence die while in DEFENCE TACTICS: No penalty for overwatch.
cover. SHIMMERSHIELD (Exarch): 5++ to Dire Avengers within
SHURIKEN STORM (Exarch) (2AP): Shoot twice with Twin
Shuriken Catapult without relentless.

NAME A BS/WS D SR !
Aeldari Missile Launcher-Sunburst 4 3+ 3/5 Heavy, Blast ◯
Aeldari Missile Launcher-Starshot 4 3+ 5/7 Heavy, AP1
Avenger Shurkien Catapult 4 3+ 3/4 Balanced Rending
Bright Lance 4 3+ 6/7 Heavy, AP2
⚔ Diresword 4 2+ 4/5 Lethal 5+ Rending
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯
Fusion Gun 4 3+ 6/3 Rng ⬟, AP2 MW4
⚔ Fists 3 3+ 2/3
⚔ Power Weapon 4 2+ 4/6 Lethal 5+
Ranger Long Rifle 4 2+ 3/3 Heavy, Silent MW1
Twin Avenger Shuriken Catapult 4 3+ 3/4 Relentless Rending
Scatter Laser 5 3+ 4/5 Heavy, Ceaseless, Fusillade
Shuriken Cannon 4 3+ 5/6 Heavy Fusillade Rending
Shuriken Catapult 4 3+ 3/4 Rending
Shuriken Pistol 4 3+ 3/4 Rng ⬟ Rending
Starcannon 4 3+ 5/6 Heavy, AP1 P2
Storm Guardian Blades 4 3+ 3/4

STRATEGIC PLOYS EQUIPMENT


FLEET 1.) WEAPONISED PANOPLY (Dire Avengers) [3EP]
Free Dash with Fall Back or Normal Move. Weaponised Panoply 3 3+ 3/4
FOREWARNED
This turn you can re-roll one defence die each time a friendly 2.) RANGER SCOPE (Ranger) [3EP]
craftworld unit is shot. Ranger Long Rifle gains Lethal 5+
SUPREME DISDAIN 3.) PATHFINDER CLOAK (Ranger) [2EP]
This turn, when unit fights, if enemy fails more dice: 1 Normal While it has Conceal order, doesn’t lose it (Vantage point).
retained hit> 1 Critical hit. 2.) AVENGER SHRINE BANNER (Exarch) [2EP]
While friendly Craftworld is Visible and within ◼, when
All 💀 may makeHIDDEN PATHS (Rangers)
Free Dash from ▲ terrain ⬟ away from
enemies to ▲ terrain.
determining control of objective, friendly Craftworld has +1
APL. This is not a modifier.

TACTICAL PLOYS 3.) WRAITHBONE TALISMAN [3EP]


Once per battle. During Fight, Shoot, or Defend; use
MATCHLESS AGILITY
Command Re-roll for free.
1 unit increases dash by ◯ but cannot take shoot or fight
actions. 4.) CELESTIAL SHIELD (Guardian) [2EP]
Once per battle, 4++ vs 1 shooting attack
FIRST OF THE ASPECTS (Dire Avenger)
1 Friendly Dire Avenger +1APL. 7.) PLASMA GRENADE [2EP]
4 3+ 3/4 Rng ⬟, Limited, Blast ◯, Indirect

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DEATH GUARD
Plague Marines/Champion Poxwalkers
M APL GA DF SV W M APL GA DF SV W
2/3◯ 3 1 3 3+ 12/13 2◯ 2 2 3 6+ 7
DISGUST RES - D6 on wound, 5+ not lost. Can’t be Injured. DISGUST RES - D6 on wound, 5+ not lost. Can’t be Injured.
ICON BEARER - +1 APL for objective control. ICON BEARER - +1 APL for objective control.
ICON OF DECAY (1AP) - Until end of turn, while visible an ICON OF DECAY (1AP) - Until end of turn, while visible an
w/i ◼ of friendly Astartes they can reroll 1s and 2s of w/i ◼ of friendly Astartes they can reroll 1-2 of defense rolls.
Disgusting Resilient rolls.

NAME A BS/WS D SR !
Boltgun 4 3+ 2+ 3/4
⚔ Plague Knife 3 3+ 3/5
Plasma Gun - Standard 4 3+ 5/6 Ap1
- Supercharge 4 3+ 5/6 AP2, Hot
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Plague Belcher 5 2+ 2/3 Rng ⬟, Torrent ◯
Blight Launcher 4 3+ 4/6 AP1
Plague Spewer 6 2+ 2/3 Rng ⬟, Torrent ◯
⚔ Flail of Corruption 5 3+ 4/5 Reap 2
⚔ Great Plague Cleaver 5 4+ 5/7 Rending
⚔ Bubotic Axe 5 3+ 4/6 Rending
⚔ Mace of Contagion 5 3+ 4/5 Stun
⚔ Plague Knives 5 3+ 3/5 Relentless
Bolt Pistol 4 2+ 3/4 Rng ⬟
Plasma Pistol - Standard 4 2+ 5/6 Rng ⬟, AP1
- Supercharge 4 2+ 5/6 Rng ⬟, AP2, Hot
⚔Plague Sword 5 2+ 4/6
⚔Power Fist 5 3+ 5/7 Brutal
⚔Improvised Weapon 4 4+ 2/3

STRATEGIC PLOYS EQUIPMENT


MALICIOUS VOLLEYS - 1CP 1.) NURGLING* [3EP]
Bubonic Astartes can perform shoot 2x if bolt weapon and it Once per battle, when enemy visible and within ◼, -1 APL.
doesn't fight. 2.) PLAGUE BELL* [[3EP]
HATEFUL ASSAULT - 1CP Plague Bell (1AP) - Until end of turn, each time friendly
Bubonic Astartes can fight 2x if they dont shoot. Astartes is activated w/i ⬟, +◯ to their move.
CONTAGION - 1CP 3.) FILTH CENSER* [3EP]
While enemy is w/i ◯ of friendly unit, they are treated as When using CONTAGION, +1◯.
injured (only subtract ◯ from move if activated w/i ◯) 4.) MEPHITIC TOXIN [2EP]
TACTICAL PLOYS Select one plague knife or plague knives, +1 Dmg.
EFFLUENT DEMISE - 1 CP 5.) BLIGHT GRENADE [2EP]
When friendly Bubonic Astartes inacpacitated, inflict D3 Blight Grenade 4 3+ 2/3
mortal wounds on each enemy visible to and w/i ◯.
Rng ⬟, Blast ◯, Limited, Indirect, Ceaseless
REVOLTING DURABILITY - 1CP
When Resolve Successful Hits or Resolve Successful Saves 6.) KRAK GRENADE [3EP]
step of combat or shooting against friendly Bubonic Astartes, Krak Grenade 4 3+ 4/5
change one opponents critical hit into a normal hit Rng ⬟, Limited, AP1, Indirect, No Overwatch
DIG IN - 1CP
When friendly Astartes activated, until end of activation: 7.) VIRULENT ROUNDS [1 EP]
Dig In (1AP) - until end of turn, +1 Defence. Select one boltgun or bolt pistol, +1 Crit Dmg.

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DEATHWATCH (SPACE MARINES)
Deathwatch Veteran/Watch Sergeant Deathwatch Veteran (Fighter¹)
WS BS M APL GA DF SV W WS BS M APL GA DF SV W
2+ 2+ 3◯ 3 1 3 3+ 12 3+ 3+ 3◯ 3 1 3 3+ 11
Storm Shield - 4++, each Parry discards 2 Strikes.+ ¹Storm Shield - 4++, each Parry discards 2 Strikes.

NAME A BS Mod D SR !
Bolt pistol 4 - 3/4 Rng ⬟ -
Grav-pistol 4 - 4/5 Rng ⬟, AP1, Grav -
Hand flamer 4 +1 2/2 Rng ⬟, Torrent ▲ -
Inferno pistol 4 - 5/6 Rng ◼, AP2 MW3
Plasma pistol (Standard) 4 - 5/6 Rng ⬟, AP1 -
Plasma pistol (Supercharge) 4 - 5/6 Rng ⬟, AP2, Hot -
Combi-flamer 5 +1 2/2 Combi, Rng ⬟, Torrent ◯, Limited -
Combi-grav 4 - 4/5 Combi, AP1, Grav, Limited -
Combi-melta 4 - 6/3 Combi, Rng ⬟, AP2, Limited MW4
Combi-plasma (Standard) 4 - 5/6 Combi, AP1, Limited -
Combi-plasma (Overcharge) 4 - 5/6 Combi, AP2, Hot, Limited -
Deathwatch boltgun (Dragonfire) 4 - 3/4 No Cover -
Deathwatch boltgun (Hellfire) 4 - 3/4 - Rending
Deathwatch boltgun (Kraken) 4 - 3/4 - P1
Deathwatch boltgun (Vengeance) 4 - 4/4 - -
Deathwatch shotgun (Cryptclearer) 4 - 4/4 - -
Deathwatch shotgun (Wyrmsbreath) 5 +1 2/2 Rng ◼, Torrent ◯ -
Deathwatch shotgun (Xenopurge) 4 +1 3/5 Rng ⬟ P1
Flamer 5 +1 2/2 Rng ⬟, Torrent ◯ -
Grav-gun 4 - 4/5 Ap1, Grav -
Meltagun 4 - 6/3 Rng ⬟, AP2 MW4
Plasma gun (Standard) 4 - 5/6 AP1 -
Plasma gun (Supercharge) 4 - 5/6 AP2, Hot -
Stalker pattern boltgun 4 - 3/4 Heavy, AP1 -
Storm bolter 4 - 3/4 Relentless -
Frag cannon (Frag) 4 - 4/6 Blast ◯ -
Frag cannon (Shell) 4 - 5/6 AP1 -
Heavy bolter 5 - 4/5 Heavy, Fusillade P1
Heavy flamer 6 +1 2/2 Heavy, Rng ⬟, Torrent ◯ -
Infernus heavy bolter (Heavy bolter) 5 - 4/5 Heavy, Fusillade P1
Infernus heavy bolter (Heavy flamer) 6 +1 2/2 Heavy, Rng ⬟, Torrent ◯ -
Missile launcher (Frag) 4 - 3/5 Havy, Blast ◯ -
Missile launcher (Krak) 4 - 5/7 Heavy, AP1 -
⚔ Chainsword 5 - 4/5 - -
⚔ Fists 4 - 3/4 - -
⚔ Heavy thunder hammer 5 -1 6/8 - Stun
⚔ Lightning claw 5 - 4/5 Lethal 5+ -
⚔ Lightning claws 5 - 4/5 Lethal 5+, Relentless -
⚔ Power fist 5 -1 5/7 Brutal -
⚔ Power maul 5 - 4/5 - Stun
⚔ Power weapon 5 - 4/6 Lethal 5+ -
⚔ Thunder hammer 5 -1 5/6 - Stun
⚔ Xenophase blade 5 - 4/6 Brutal, Lethal 5+ -

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) FRAG GRENADE (2EP)
Can Shoot twice. Can’t Fight if done. "Bolt" only. 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
SHOCK ASSAULT
Can Fight Twice. Can’t Shoot if done. 2.) KRAK GRENADE (3EP)
TACTICAL PRECISION 4 3+ 4/5 Rng ⬟, Limited, AP1, Indirect
If within ◼ of Leader, can re-roll one attack die.
3.) PURITY SEAL [3EP]
TACTICAL PLOYS Once per battle. During Fight, Shoot, or Defend; use Cmd Re-roll for free.
ONLY IN DEATH DOES DUTY END 4.) SUSPENSOR SYSTEM [3EP]
When a Ready unit would die, instead he lives for one activation and isn’t Heavy rule, cannot move more than 3◯ if you shoot.
considered injured. 5.) AUSPEX* [3EP]
AND THEY SHALL KNOW NO FEAR (2AP) Unengaged only. One unit within ◼ and Visible has No Cover on all
One unit may ignore any or all modifiers to its APL characteristic and it is not ranged weapons until the end of turn.
injured until end of activation.

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ECCLESIARCHY (SISTERS OF BATTLE)
Battle Sister/Repentia Superior Repentia/Arco-Flagellant
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 3+ 8/9 3◯ 2 1 3 6+ 7/10
Icon Bearer - +1 APL for objective control. Solace in Anguish - D6 on wound, 5+ not lost.
Icon of Purity (1AP) - Until end of turn, while visible an w/i ◼ Whip Into Fury (1AP) - Select one REPENTIA w/i ◼ and
of SORORITAS, can retain a 5+ as Crit.. Visible. +1 APL, and until end of next act, +1◯ to Move.
Berserk Killing Machine - D6 on wound, 5+ not lost.
Cannot do mission or pickup actions. Cannot be equipped.

NAME A BS/WS D SR !
Boltgun 4 3+ 2+ 3/4
Combi-melta 4 2+ 6/3 Combi, Rng ⬟, AP2, Limited MW4
Combi-plasma Combi, AP1, Limited
4 2+ 5/6
Overcharge Combi, AP2, Hot, Limited
Condemnor Boltgun 4 2+ 3/3 Combi, Silent, Limited MW1, P1
Heavy Bolter 5 3+ 4/5 Heavy, Fusillade P1
Inferno Pistol 4 2+ 5/6 Rng ◼, AP1
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Ministorum Flamer 5 2+ 2/3 Rng ⬟, Torrent ◯
Ministorum Heavy Flamer 6 2+ 2/3 Heavy, Rng ⬟, Torrent ◯
Neural Whips 5 3+ 2/3 Rng ⬟, Lethal 5+ Stun
Plasma Pistol Rng ⬟, AP1
4 2+ 5/6
Supercharge Rng ⬟, AP2, Hot
⚔ Arco-flails 5 3+ 3/4 Ceaseless Reap 1
⚔ Chainsword 5 2+ 4/5
⚔ Gun Butt 3 4+ 3+ 2/3
⚔ Neural Whips 5 3+ 2/3 Lethal 5+ Stun
⚔ Penitent Eviscerator 4 4+ 5/6 Brutal Reap 2
⚔ Power Maul 5 2+ 4/5 Stun
⚔ Power Weapon 5 2+ 4/6 Lethal 5+

STRATEGIC PLOYS EQUIPMENT


EMPEROR’S GUIDENCE (Sororitas) 1.) ROSARIUS* (Leader) [2EP]
In Attack Rolls, if you Crit, you can re-roll a die. 4++
DIVINE SHIELD (Sororitas) 2.) PHAIL OF RESTORATION* [2EP]
In Defence Rolls, if you Crit, you can re-roll a failed Save. Once only, regain 2D3 lost wounds.
EXTREMIS TRIGGER WORD (Arco-Flagellant) 3.) FRAG GRENADE (2EP)
Once only. Dash/Charge +1▲. Arco-Flails gain Lethal 5+. 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
TACTICAL PLOYS
4.) KRAK GRENADE (3EP)
PENANCE THROUGH DEATH (Repentia/Arco) 4 3+ 4/5 Rng ⬟, Limited, AP1, Indirect
On death, select a melee weapon, roll 1 die. If it’s a success,
you may strike an engaged enemy, then remove the unit. 5.) PURITY SEAL [3EP]
STORM OF RETRIBUTION (Gunner/Heavy Gunner) Once per battle. During Fight, Shoot, or Defend; use
Until end of act, weapons lose Heavy, and gain No Cover. Command Re-roll for free.
DIVINE INTERVENTION (Sororitas) 6.) SCOURGING BARBS (Repentia) [2EP]
When an attack die would inflict dmg, ignore that dmg. Each Fight, can re-roll one die. On 1 or 2, take a wound.

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FORGE WORLD (ADEPTUS MECHANICUS)
Skitarii/Alpha Sicarian/Princeps
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 7/8 3◯ 2 1 3 4+ 10/11

NAME A BS/WS D SR !
Galvanic Rifle 4 3+ 2+ 3/4 Heavy P1
Radium Carbine 4 3+ 2+ 2/3 Rending
Arc Rifle 4 3+ 4/5 AP1
Plasma Caliver AP1
4 3+ 5/6
- Supercharged AP2, Hot
Transuranic Arquebus 4 2+ 5/4 AP1, Heavy, Unwieldy MW2
⚔ Gun Butt 3 4+ 2/3
Arc Pistol 4 2+ 4/5 Rng ⬟, AP1 Stun
Phosphor Blast Pistol 4 2+ 4/5 Rng ⬟, Blast ▲
Radium Pistol 4 2+ 2/3 Rng ⬟ Rending
⚔ Arc Maul 4 4+ 4/5 Stun
⚔ Power Weapon 4 4+ 4/6 Lethal 5+
⚔ Taser Goad 4 4+ 3/4 Lethal 5+ Stun
⚔ Chordclaw And Transonic Razor 5 3+ 2+ 4/5 Balanced
⚔ Transonic Blades 5 3+ 2+ 4/6 Rending
Flechette Blaster 5 3+ 2+ 2/3 Relentless, Fusillade, Rng ⬟
Stubcarbine 4 3+ 2+ 3/4 Ceaseless

STRATEGIC PLOYS EQUIPMENT


PROTECTOR IMPERATIVE 1.) ENHANCED BIONICS (2EP)
Can re-roll one dice in shooting, but must re-roll one Can re-roll any or all 1’s in defence.
success in combat.
2.) OMNISPEX* (2EP) (1AP)
CONQUEROR IMPERATIVE Select a visible friendly within ◼, then an enemy. When that
Can re-roll one dice in combat, but must re-roll one success friendly shoots the enemy it is not Obscured and the
in shooting. weapons gain No Cover.

BULWARK IMPERATIVE 3.) UPLINKED VID-FEED (2EP)


Can re-roll one die in defence. -1 ◯ to movement. Can overwatch at normal BS.

AGGRESSOR IMPERATIVE 4.) CENSE BEARER (2EP)


+1 ▲ to move and charge, but must re-roll one success in Visible friendlies within ◯ do not worsen move
defence. from Injury.

TACTICAL PLOYS 5.) SERVO SKULL* (2EP)


Mission actions cost 1 AP less.
NEUROSTATIC INTERFERENCE (Infiltrator)
Start of the Firefight phase, select an enemy that 6.) DATA-TETHER (4EP)
is visible and within ⬟. Other enemy (1AP) If not engaged gain 1 CP.
must be activated before the target enemy.
CONTROL EDICT
Select the leader and unit within ◼, activate leader and then
activate the unit.

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GREENSKIN (ORKS)
Boy (Fighter, Gunner) Boss Nob
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 5+ 10 3◯ 2 1 3 4+ 13
- -

Gretchin
M APL GA DF SV W
3 2 2 3 6+ 5
-
-

NAME A BS/WS D SR !
Shoota* 4 5+ 3/4
Slugga 4 5+ 3/4 Rng ⬟
⚔ Choppa 4 3+ 4/5
⚔ Fists 3 3+ 3/4

Big shoota 6 5+ 2/3 Fusilade

Rokkit launcha 5 5+ 4/5 AP1 Splash 1

Kombi-rokkit 5 5+ 4/5 Kombi*, Limited, AP1 Splash 1

Kombi-skorcha 6 2+ 2/2 Kombi*, Rng ⬟, Limited, Torrent ◯

⚔ Big Choppa 4 2+ 5/6


⚔ Killsaw 4 3+ 5/7 Rending
⚔ Power klaw 4 3+ 5/7 Brutal
Gretchin blasta 3 4+ 2/3 Rng ⬟
⚔ Gretchin knife 3 5+ 1/2
Deffgun 5 5+ 4/6
Kustom Mega-Blasta 4 4+ 5/6 AP2, Hot
-

- -

STRATEGIC PLOYS EQUIPMENT


DAKKA! DAKKA! DAKKA! 1.) BOSSPOLE* [3EP]
Shooting: If you retain a crit hit, you can retain a failed hit as Boss only. Increase APL by 1.
a normal hit.
2.) ‘EAVY ARMOR [2EP]
WAAAAGH! units with 5+ SV only. Change SV to 4+.
Fighting: If you retain two or more normal hits, convert one
of those to a crit hit. 3.) STIKKBOMB [2EP]
Stikkbomb 4 3+ 2/4
GET STUCK IN!
Rng ⬟, Limited, Blast ◯, Indirect
Re-roll one attack dice for each fight action.

If 💀, can retain
SKULK ABOUT (Clan Kommando)
one defense die as a success without rolling
it.
4.) DRUM MAG [2EP]
Shoota or big shoota gains Ceaseless.
5.) TARGETIN’ FING [3EP]
TACTICAL PLOYS Select a ranged weapon, excluding kombi and burna.
Improve the BS of that weapon by 1 (maximum 4+).
JUST A SCRATCH -

Ignore damage from one attack dice.


MORE DAKKA
If the target of a shooting attack did not lose any wounds,
repeat that shooting attack.
-

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GREY KNIGHTS
Warrior/Gunner
PSYCHIC POWERS
M APL GA DF SV W
ARMOURED RESILIENCE
3◯ 3 1 3 3+ 11 Improve Save by 1.
Justicar¹ HAMMERHEAD
Each Fight, do 1 additional dmg.
M APL GA DF SV W
ASTRAL AIM
3◯ 3 1 3 3+ 12
Ranged Weapons gain the “No Cover” rule.

NAME A BS/WS D SR !
Storm Bolter 4 3+ ¹2+ 3/4 Relentless
Incinerator 6 2+ 2/3 Heavy, Rng ⬟, Torrent ◯
Psilencer 6 3+ 3/4 Heavy, Fusillade
Psycannon 5 3+ 4/6 Heavy
⚔ Fists 4 3+ 3/4
⚔ Nemesis Daemon Hammer 5 4+ 5/6 Stun
⚔ Nemesis Falchions 5 3+ ¹2+ 4/5 Relentless
⚔ Nemesis Force Weapon 5 3+ ¹2+ 4/6 Lethal 5+
⚔ Nemesis Warding Stave 5 3+ ¹2+ 4/5 Stun

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) PSYBOLT AMMUNITION* [3EP]
Can Shoot twice. Can’t Fight if done. Storm Bolter only. Add 1 to their Storm Bolter Damage characteristics.
SHOCK ASSAULT 2.) SANCTIC BLESSING [2EP]
Can Fight Twice. Can’t Shoot if done. Once per battle, they can perform a free Psychic action.

Each 💀 TIDE OF SHADOWS

🎯
unit that is in Cover by Light terrain, and is more
than ⬟ from the enemy, cannot be treated as due to
3.) HEXAGRAMMIC WARD* [2EP]
Once per battle, when an enemy performs a Psychic
action, roll a D6, on 3+, that power is canceled.
Vantage Point.
4.) TRUESILVER ARMOUR* [3EP]
TIDE OF CELERITY This unit has a Save characteristic of 2+.
When Charging, can move extra ▲.
5.) PURITY SEAL [3EP]
TACTICAL PLOYS Once per battle. During Fight, Shoot, or Defend; use
Command Re-roll for free.
ONLY IN DEATH DOES DUTY END
When a Ready GK would die, instead he lives for one 6.) PSYK-OUT GRENADE [2EP]
activation and isn’t considered injured. 4 3+ 1/1 Rng ⬟, Limited, Blast ◯, Indirect
AND THEY SHALL KNOW NO FEAR If Psyker/Daemon, dmg is 3/5 & Lethal 5+.
One GK may ignore any or all modifiers to its APL
characteristic and it is not injured until end of activation.

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HEAVY INTERCESSORS (SPACE MARINES)
Warrior/Gunner Sergeant¹
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 3+ 18 3◯ 2 1 3 3+ 19

NAME A BS/WS D SR !
Executor Bolt Rifle 4 3+ ¹2+ 4/5 Heavy, AP1
Executor Heavy Bolter 4 3+ 4/5 Heavy, AP1, Lethal 5+
Heavy Bolt Rifle 4 3+ ¹2+ 4/5 P1
Heavy Bolter 5 3+ 4/5 Heavy, Fusillade
Hellstorm Bolt Rifle 4 3+ ¹2+ 4/5 Ceaseless
Hellstorm Heavy Bolter 5 3+ 4/5 Heavy, Ceaseless, Fusillade
⚔ Fists 4 3+ 3/4

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) FRAG GRENADE [2EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
SHOCK ASSAULT
Can Fight Twice. Can’t Shoot if done. 2.) KRAK GRENADE [3EP]
4 3+ 4/5 Rng ⬟, Limited, AP1, Indirect
TACTICAL PRECISION
If within ◼ of Leader, can re-roll one attack die. 3.) PURITY SEAL [3EP]
Once per battle. During Fight, Shoot, or Defend; use
TACTICAL PLOYS Command Re-roll for free.
TRANSHUMAN PHYSIOLOGY
4.) SUSPENSOR SYSTEM [3EP]
One defense roll, retain a Normal as a Crit.
Heavy rule, cannot move more than 3◯ if you shoot.
ONLY IN DEATH DOES DUTY END
5.) AUSPEX* [3EP]
When a Ready unit would die, instead he lives for one
(2AP) Unengaged only. One unit within ◼ and Visible has
activation and isn’t considered injured.
No Cover on all ranged weapons until the end of turn.
AND THEY SHALL KNOW NO FEAR
One unit may ignore any or all modifiers to its APL
characteristic and it is not injured until end of activation.

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HIVE FLEET (TYRANIDS)
1,2
Genestealer
M APL GA DF SV W SPECIAL RULES
3◯ 2 1 3 5+ 9/10 Synapse: See page 152 (compendium).
-

3,4 4 3,4
Tyranid (Fighter , Gunner , Leader ) 1
Lightning Reflexes: 5++, free Dash.
M
3◯
APL
2
GA
1
DF
3
SV
4+
W
18/19
2
Hidden Horror: While
any other rule.
💀, is always treated as 💀 despite
- Termagant/Hormagaunt 3
Weaponbeast: If equipped with 2 melee weapons +1 Attacks.
M APL GA DF SV W 4
Lash Whip: When an enemy is engaged with a unit with this
3◯ 2 2 3 6+ 7 weapon, -1 Attacks.

NAME A BS/WS D SR !
Barbed Strangler 5 4+ 4/5 Heavy, Blast ◯
Deathspitter 5 4+ 3+ 4/5
Devourer 5 4+ 3+ 3/4 Ceaseless
Fleshborer 5 4+ 3/4 Rng ⬟
Lash Whip 4 3+ 2+ 3/4 Rng ◼ Stun
Spinefists 5 3+ 2+ 3/4 Rng ⬟
Venom Cannon 5 4+ 5/6 Heavy, AP1
⚔ Bonesword 3 3+ 2+ 4/6 Lethal 5+
⚔ Boneswords 4 3+ 2+ 4/7 Lethal 5+
⚔ Double Rending Claws 5 3+ 2+ 4/5 Rentless Rending
⚔ Rending Claws 5 3+ 2+ 4/5 Rending
⚔ Scything Talons 5 3+ 2+ 4/6 -
Balanced
- -

STRATEGIC PLOYS EQUIPMENT

💀STALK 1.) FLESH HOOKS [2EP]


One unit that has and ◼ or more away from an enemy, Flesh Hooks 4 2+ 3/4
can perform a normal Move. Rng ◼, Lethal 5+
LURK 2.) ACID MAW [2EP]
Each unit that is in Cover and has a Conceal order or is Acid Maw 4 2+ 3/3
ready, can retain one additional auto success in defense.
Rng ⬟, Splash 1 on Crit
FEED
When fighting, the first crit does +1 dmg. 3.) EXTENDED CHITIN [2/3EP]
You may reroll one of your defense dice. Tyranid Warrior 3EP.
TACTICAL PLOYS
UNSEEN HUNTER 4.) FEEDER TENDRILS [2EP]
Use at start or end of any activation. Select a unit that has not One each kill, gain D3 lost wounds.
shot this turn. You can change it’s order. 5.) TOXIN SACS [2EP]
WILL OF THE HIVE MIND Each Fight. If you Crit, you can take a failed as a success.
Friendly within ⬟ of SYNAPSE unit. +1 APL. 6.) ADRENAL GLANDS [2EP]
AGGRESSIVE BIOSTRAIN Add ▲ to units move characteristic.
-

Use if you shoot and the target doesn’t lose any wounds.
Repeat the shoot.
-

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HUNTER CADRE (TAU)
Fire Warrior Shas’la/Shas’ui Drone (Recon1, Support1)
M APL GA DF SV W M APL GA DF SV W
1
3◯ 2 1 3 4+ 7/8 3◯ 2 1 3 4 4+ 7/12

Stealth Battlesuit Shas’ui/Shas’vre Artificial Intelligence, Savior Protocols

M APL GA DF SV W SPECIAL ABILITIES


3◯ 2 1 3 3+ 10/11 Shield Generator - Has 4++. D6 on W, on 5+ it is not lost.
Guardian Shield Generator - Has 5++.
always in cover. When 💀
, it is always treated as
rules.
💀
Camouflage Field - When shot at, if not within ◯ or a result of Blast, it is
regardless of other Guardian Field (1AP) - Until next act, units w/i ◼ have 5++.
Pulse Accelerator - While friendly unit w/i ◼, pulse weapons can retain
one die as a normal hit before rolling it.
Pathfinder Shas’la/Heavy Gunner/Shas’ui
Grav-Inhibitor - When an enemy Charges and moves w/i ⬟, only add ▲
M APL GA DF SV W instead of ◯. If enemy Dashes and moves w/i ⬟, it can only move ◯ instead
3◯ 2 1 3 5+ 7/8 of ◼.
Markerlight (1AP) Grav-wave (1AP) - Place a grav-wave token w/i and Visible. Until next
act, while friendly w/i ◯ of center of token, it can Fall Back for -1 AP.
DS8 Tactical Support Turret Analyse (1AP) - Select one visible enemy and one ready friendly not
engaged. After this act you can activate the other unit, and each time it
M APL GA DF SV W shoots you can re-roll any attack dice.
1 1 4 4+ 9
Artificial Intelligence, Savior Protocols, Support Turret

NAME A BS/WS D SR !
Pulse Blaster - Close Range 4 4+ 3+ 4/5 Rng ⬟, AP1
Pulse Blaster - Long Range 4 4+ 3+ 3/4 -
Pulse Carbine 4 4+ 3+ 4/5
Pulse Rifle 4 4+ 3+ 4/5
⚔Gun Butt 3 5+ 2/3
Ion Rifle - Standard 5 4+ 4/5 P1
Ion Rifle - Overcharge 5 4+ 5/6 AP1, Hot
Rail Rifle 4 4+ 4/4 AP1, Lethal 5+ MW2
Burst Cannon (Stealth Suit) 6 4+ 3+ 3/4 Ceaseless, Fusillade
Fusion Blaster 4 4+ 6/3 Rng ⬟, AP2 MW4
⚔ Fists 4 5+ 4+ 2/3
Twin Pulse Carbine 4 4+ 4/5 Relentless
⚔ Ram 3 5+ 2/3
Burst Cannon (Recon Drone) 6 4+ 3/4 Heavy,Ceaseless,Fusillade
Missile Pod 4 4+ 5/7 Heavy
Smart Missile System 6 4+ 3/4 Heavy, Smart Targeting

STRATEGIC PLOYS EQUIPMENT


AIMED PULSE VOLLEY (Fire Warrior) 1.) MARKERLIGHT [2EP]
Each time it Shoots w/a Pulse Rifle, if it has not moved it can re-roll one attack Unit gains Markerlight (1AP)
die.
2.) PHOTON GRENADE [2EP]
BREACH AND CLEAR (Fire Warrior) (1AP) - Visible enemy more than ▲, roll D6, -1 not in LoS, -1 more than ⬟. On
E Shot w/ a Pulse Blaster, enemies w/i ◼ are not in cover, and if w/i ◼ you can 2+ that unit has a Photon Token, -1 ◯ from Movement and cannot Dash.
re-roll one die. Remove end of their act.
CAMOUFLAGE FIELD ENGAGEMENT (Stealth Battlesuit) 3.) TARGET LOCK (Stealth Battlesuit) [3EP]
(1AP) - Change this unit's order. When shooting, the target is treated as having Markerlight.
RECON SWEEP (Pathfinders) 4.) HOLOGRAPHIC READOUT* (Leader) [2EP]
When w/i ⬟ of a killzone edge can do a free Dash, but only if they can finish w/i Once only, when a non-drone unit is activated w/i ◼, until the end of it’s act it
⬟of a killzone edge that is not your own. can do one mission action for -1 AP.
TACTICAL PLOYS 5.) STIMULANT INJECTOR* [3EP]
Once only, when activated or would lose a W, until end of turn, each lost W roll
SUPPORTING FIRE - 1 CP D6, 5+ not lost, cannot be injured, and can ignore any or all modifiers to its
When shooting, select an enemy w/i ⬟ & w/i engagement range of one or more APL.
friendlies, that enemy cannot be in Cover as a result of friendly units bases.
STAND AND FIRE (Non-Drone)
When a target of Fight, select a ranged weapon to fight with, treat BS as WS,
and ignore any special rules the weapon has.

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IMPERIAL GUARD (ASTRA MILITARUM)
Guardsman Trooper Tempestus³/Sergeant¹ ⁴
M APL GA DF SV W M APL GA DF SV W
3◯ 2 2 3 5+ 7 3◯ 2 1 3 4+ 8/9
- -

Guardsman (Comms², Gunner, Sergeant¹) SPECIAL RULES


M APL GA DF SV W ¹Accomplished Leader: Can use one Strategic Ploy for free in
3◯ 2 1 3 5+ 7/8 each Strategy phase.
²Relay Orders: If this unit is issued an order, it can issue it to
-

all other guardsmen. Subtract 1 from this unit’s APL.


Signal (1AP): Comms Only. Not within engagement range of
enemy. Select Guardsman/Scion within ⬟ to receive 1 APL.
-

NAME A BS/WS D SR !
Bolt Pistol 4 2+ 3/4 Rng ⬟
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯
Grenade Launcher - Frag 4 4+ ³3+ 2/4 Blast ◯
Grenade Launcher - Krak 4 4+ ³3+ 4/5 AP1
Hot-Shot Lasgun 4 3+ 3/4
Hot-Shot Laspistol 4 2+ 3/4 Rng ⬟
Hot-Shot Volley Gun 5 3+ 3/4 Fusillade P1
Lasgun 4 4+ 2/3
Meltagun 4 4+ ³3+ 6/3 Rng ⬟, AP2 MW4
Plasma Gun - Standard 4 4+ ³3+ 5/6 AP1
Plasma Gun - Supercharge 4 4+ ³3+ 5/6 AP2, Hot
Plasma Pistol - Standard 4 3+ ⁴2+ 5/6 Rng ⬟, AP1
Plasma Pistol - Supercharge 4 3+ ⁴2+ 5/6 Rng ⬟, AP2, Hot
Sniper Rifle 4 3+ 3/3 Heavy, Silent MW1
⚔ Bayonet 3 4+ 2/3
⚔ Chainsword 4 3+ 3/4
⚔ Gun Butt 3 3+ 2/3
⚔ Power Fist 4 4+ 5/7
⚔ Power Weapon 4 4+ ⁴3+ 4/6 -
Lethal 5+
- -

STRATEGIC PLOYS EQUIPMENT


TAKE AIM! 1.) FRAG GRENADE [2EP]
Can re-roll shooting attack results of 1. Frag Grenade 4 3+ 2/3
TAKE COVER! Rng ⬟, Limited, Blast ◯, Indirect
Can re-roll shooting defence results of 1 if in cover. 2.) KRAK GRENADE [3EP]
FIX BAYONETS! Krak Grenade 4 3+ 4/5
Can re-roll fighting attack results of 1. Rng ⬟, Limited, Indirect, No Overwatch.
MOVE! MOVE! MOVE! 3.) MEDIKIT [2EP]
Add ▲ to movement characteristic. (1AP): Friendly within ▲ regains 2D3 wounds.
SPECIAL FORCES (Tempestus)
-1AP for Pick Up action. 4.) CARAPACE ARMOR (Guardsman) [3EP]
Improve Save characteristic to 4+.
TACTICAL PLOYS
5.) SCION BLADE (Tempestus) [1EP]
BRING IT DOWN! Scion Blade 3 3+ 3/4
Use after making a shooting attack. All following shooting
attacks can re-roll any or all attack dice. 6.) REGIMENTAL STANDARD [3EP]
-
APL +1 when determining control of an objective marker.
(1AP): This turn, units within ◼ of unit can re-roll 1 DF Die.
Per Guardsman/Tempestus.
-

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INFILTRATORS/INCURSORS (SPACE MARINES)
Warrior Sergeant¹
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 12 3◯ 3 1 3 3+ 13

NAME A BS/WS D SR !
Marksman Bolt Carbine 4 3+ ¹2+ 3/4 Lethal 5+
Oculus Bolt Carbine 4 3+ ¹2+ 3/4 No Cover
⚔ Combat Blade 4 3+ 3/5
⚔ Fists 4 3+ 3/4

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) HELIX GAUNTLET* [2EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. Gains Medic. (1AP): Select unit Visible and within ▲, they
gain 2D3 lost wounds. Can’t perform while in engagement
SHOCK ASSAULT w/enemies.
Can Fight Twice. Can’t Shoot if done.
2.) FRAG GRENADE [2EP]
TACTICAL PRECISION
If within ◼ of Leader, can re-roll one attack die. Frag Grenade 4 3+ 2/3
Rng ⬟, Limited, Blast ◯, Indirect
TACTICAL PLOYS
TRANSHUMAN PHYSIOLOGY 3.) KRAK GRENADE [3EP]
One defense roll, retain a Normal as a Crit.
Krak Grenade 4 3+ 4/5
ONLY IN DEATH DOES DUTY END
Rng ⬟, Limited, Indirect, AP1, Can’t Overwatch.
When a Ready unit would die, instead he lives for one
activation and isn’t considered injured.
4.) PURITY SEAL [3EP]
AND THEY SHALL KNOW NO FEAR Once per battle. During Fight, Shoot, or Defend; use
One unit may ignore any or all modifiers to its APL Command Re-roll for free.
characteristic and it is not injured until end of activation.
5.) SUSPENSOR SYSTEM [3EP]
OMNI-SCRAMBLER (Infiltrator) Heavy rule, cannot move more than 3◯ if you shoot.
Start of firefight phase. Choose enemy within ⬟ and Visible,
they cannot activate until another unit is activated, unless it 6.) AUSPEX* [3EP]
is the last one. (2AP) Unengaged only. One unit within ◼ and Visible has
No Cover on all ranged weapons until the end of turn.
MULTI-SPECTRUM ARRAY (Incursor)
During this Shoot, enemies are not Obscured. 7.) SMOKE GRENADE [3EP]
Place center of smoke token within ⬟ of unit. Creates an
area of smoke with a ◯ radius upward (not below) from
center. Until end of turn, a unit is not Visible if a Cover line is
drawn to it crosses an area of smoke. Can only be
performed once and not engaged w/enemies.

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INTERCESSORS/ASSAULT INTERCESSORS (SPACE MARINE)
Warrior Sergeant (Int¹, Assault²)
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 13 3◯ 3 1 3 3+ 14

NAME A BS/WS D SR !
Auto Bolt Rifle 4 3+ ¹2+ 3/4 Ceaseless
Bolt Pistol 4 3+ ¹2+ 3/4 Rng ⬟
Bolt Rifle 4 3+ ¹2+ 3/4 P1
Hand Flamer 4 2+ 2/2 Rng ⬟, Torrent ▲
Heavy Bolt Pistol 4 3+ 3/4 Rng ⬟ P1
Plasma Pistol - Standard Rng ⬟, AP1
4 2+ 5/6
- Superchrage Rng ⬟, AP2, Hot
Stalker Bolt Rifle 4 3+ ¹2+ 3/4 Heavy, AP1
⚔ Chainsword 4 3+ 4/5
⚔ Fists 4 3+ 3/4
⚔ Power Fist 5 ¹4+ ²3+ 5/7 Brutal
⚔ Power Weapon 5 ¹3+ ²2+ 4/6 Lethal 5+
⚔ Thunder Hammer 4 ¹4+ ²3+ 5/6 Stun

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) AUXILIARY GRENADE LAUNCHER* [1EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. Frag and Krak can be used twice, and lose Rng ⬟ and
Indirect.
SHOCK ASSAULT
Can Fight Twice. Can’t Shoot if done. 2.) FRAG GRENADE [2EP]

TACTICAL PRECISION Frag Grenade 4 3+ 2/3


If within ◼ of Leader, can re-roll one attack die. Rng ⬟, Limited, Blast ◯, Indirect
TACTICAL PLOYS
3.) KRAK GRENADE [3EP]
TRANSHUMAN PHYSIOLOGY
One defense roll, retain a Normal as a Crit. Krak Grenade 4 3+ 4/5

ONLY IN DEATH DOES DUTY END Rng ⬟, Limited, Indirect, AP1, Can’t Overwatch.
When a Ready unit would die, instead he lives for one
activation and isn’t considered injured. 4.) PURITY SEAL [3EP]
Once per battle. During Fight, Shoot, or Defend; use
AND THEY SHALL KNOW NO FEAR Command Re-roll for free.
One unit may ignore any or all modifiers to its APL
characteristic and it is not injured until end of activation. 5.) SUSPENSOR SYSTEM [3EP]
Heavy rule, cannot move more than 3◯ if you shoot.
6.) AUSPEX* [3EP]
(2AP) Unengaged only. One unit within ◼ and Visible has
No Cover on all ranged weapons until the end of turn.

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KOMMANDOS (ORCS)
BOY/SLASHA/BREACHA/SNIPA/DAKKA/COMMS/BURNA/ROKKIT KOMMANDO NOB
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 5+ 10 3◯ 2 1 3 4+ 13
[SLASHA] DAT ALL YOU GOT?: Each time this unit fights, GET IT DUN!: Each time this unit activates, you can select
if it lost any wounds but not incapacitated, roll D6: on 4+, the one unit within ⬟ of and visible. +1 APL.
enemy suffers 2MW.
KOMMANDO GROT
[BREACHA] BULL CHARGE: Each time this unit fights, if it
charged, its power ram gains the critical hit. M APL GA DF SV W
[BREACHA] BREACH: Each time this unit performs a 3◯ 2 1 3 5+ 5
move, dash or charge, it can move through parts of terrain
that are no more than ▲ thick as if they were not there.
💀
SNEAKY ZOGGER: This unit cannot have an
is always treated as , regardless of rules.
🎯. This unit
[SNIPA] ‘AV IT! (2AP): Do a free shoot with this unit using
its scoped big shoota, and it gains Torrent ◯. Each time this GRAPPLING HOOK (1AP): Select a point on a terrain
unit shoots for this action, -2 from attacks for that attack. feature that is Visible to this unit. Perform a free normal
move action, moving in a straight line with an unlimited
[SNIPA] DA BEST SPOT (2AP): Perform a free shoot
action with this unit using its scoped big shoota, even if 💀. movement as flying. It must finish within
BOMB SQUIG
of that point.

[DAKKA] UNLOAD SLUGS: Each time this unit shoots with


this weapon, if the target is within ⬟, you can re-roll any or M APL GA DF SV W
all of your attack dice.
3◯ 2 1 3 6+ 6
[DAKKA] DAKKA DASH(1AP): Perform a free shoot action
BOMB SQUIG: Can shoot while engaged. When this unit
and free dash action with this unit in any order.
shoots, do Torrent ◯, then it dies, not gaining “BOOM!”.
[COMMS] I GOT A PLAN, LADZ: Once per turn, during Cannot Overwatch.
activation, can perform a mission or Pick Up action for -1AP.
BOOM!: On death, roll a D6, on 3+, it can shoot.
[COMMS] LISTEN IN (1AP): select one unit within ⬟ of and
visible, +1 APL, cannot be done while engaged.
[ROKKIT] BOOM BOY: Each Shoot, if not moved, can
cannot be equipped, or
auto passes Casualty test.
💀
STOOPID: Cannot perform mission actions, pick up action,
. Cannot gain or lose XP, and

re-roll any or all attack dice.

NAME A BS/WS D SR !
⚔Choppa 4 3+ 4/5
Slugga 4 4+ 3/4 Rng ⬟
Throwing knives 4 3+ 2/5 Rng ⬟,Silent
⚔ Twin choppas 4 3+ 4/5 Relentless
⚔ Breacha ram 3 3+ 5/5 Brutal
Scoped big shoota 6 3+ 2/2 MW2
⚔ Fists 3 3+ 3/4
Dakka shoota 5 4+ 3/4 Unload Slugs
Shokka pistol 6 4+ 1/1 Rng ⬟ Stun,MW2
Burna 5 2+ 2/2 Rng ⬟,Torrent ◯
Rokkit launcha 5 4+ 4/5 AP1 Splash 1
⚔ Grot choppa 3 5+ 1/4
⚔ Big Choppa 4 2+ 5/6
⚔ Power klaw 4 3+ 5/7 Brutal
⚔ Vicious bit 3 4+ 4/5
Dynamite 4 3+ 5/6 AP1,Bomb Squig P2

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STRATEGIC PLOYS EQUIPMENT
SSSSHHHH! 1.) CHOPPA 2EP

and have 💀
Once only. Units that are not in LOS, or within ⬟ of enemies,
, can immediately do a free dash. 2.) SLUGGA 2EP

DAKKA! DAKKA! DAKKA! 3.) HARPOON 3EP


Each shoot, if you retain any critical hits, you can select one ⚔ Harpoon 4 4+ 4/5
of your failed hits to be a normal hit. Rng ⬟, Stun on crit.
WAAAGH!
4.) SLEDGEHAMMER 3EP
Each fight, when you would retain two or more normal hits,
you can select one of those hits to be a critical hit. ⚔ Sledgehammer 4 3+ 4/4
Stun on crit.
SKULK ABOUT
Each time a shooting attack is made against you, if it has
retain one as a successful save without rolling it.
💀, 5.) SMOKE GRENADE 3EP 1AP
Only once, and not while engaged. Until end of the turn,
TACTICAL PLOYS place one Smoke token within ⬟ of this unit. It creates an
area of smoke with a ◯ radius and unlimited height (not
JUST A SCRATCH (Not Grot) below) measured from the centre. Unit is not visible if a cover
When damage would be inflicted on a unit from an attack die. line drawn to it crosses an area of smoke.
Ignore the damage.
6.) STUN GRENADE 2EP 1AP
KRUMP ‘EM! Only once and while not engaged. Select one point within ⬟
Use at end of firefight phase. Unit can perform a free fight. of this unit. Roll a D6 for each unit within ◯ of that point, -1
SNEAKY GIT (Not Bomb Squig) from the result if they are not visible. On a 4+, -1 APL.
Use in the set up units step of the mission sequence. Select 7.) STIKKBOMB 2EP
one unit. That unit can be set up with a conceal order
⚔ Stikkbomb 4 3+ 2/4
anywhere on the battlefield that is within ▲of Heavy terrain
and more than ⬟ from enemy units and the enemy drop Rng ⬟, Limited, Blast ◯, Indirect, Unwieldy
zone.
8.) DYNAMITE 4EP
⚔Dynamite 4 3+ 5/6
Rng ⬟, Limited, Blast ◯, Indirect, Unwieldy, AP1

9.) CLIMBING ROPE 1EP


Each time this unit ascends or descends while climbing, the
first vertical distance of up to 3◯counts as 1◯. Does not
need to be within ▲ to climb. Each Drop can be any vertical
distance, and is counted as half.

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REIVERS (SPACE MARINES)
Warrior Sergeant1
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 12 3◯ 3 1 3 3+ 13

NAME A BS/WS D SR !
Bolt Carbine 4 3+ 12+ 3/4

Special Issue Bolt Pistol 4 3+ 12+ 3/4 Rng ⬟, AP1

⚔ Combat Knife 5 3+ 12+ 3/4

⚔ Fists 4 3+ 12+ 3/4


Frag Grenade 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
Krak Grenade 4 3+ 4/5 Rng ⬟, Lmtd, Indirect, AP1, No Overwatch

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) GRAPNEL LAUNCHER [1EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. While climbing, the first 3◯ = 1◯. Does not need to be
within ▲ to climb. When dropping can be any vertical
SHOCK ASSAULT distance from the level it’s on, and halves vertical distance.
Can Fight Twice. Can’t Shoot if done.
2.) GRAV-CHUTE [2EP]
TACTICAL PRECISION After scouting, this unit can move 2◯ and can Fly. When
If within ◼ of Leader, can re-roll one attack die. moving from a Vantage Point, can Fly as long as it ends
lower than the VP.
TACTICAL PLOYS
3.) FRAG GRENADE [2EP]
TRANSHUMAN PHYSIOLOGY
One defense roll, retain a Normal as a Crit. 4.) KRAK GRENADE [3EP]
ONLY IN DEATH DOES DUTY END 5.) PURITY SEAL [3EP]
When a Ready unit would die, instead he lives for one Once per battle. During Fight, Shoot, or Defend; use
activation and isn’t considered injured. Command Re-roll for free.
AND THEY SHALL KNOW NO FEAR 6.) SUSPENSOR SYSTEM [3EP]
One unit may ignore any or all modifiers to its APL Heavy rule, cannot move more than 3◯ if you shoot.
characteristic and it is not injured until end of activation.
7.) AUSPEX* [3EP]
TERROR TROOP (2AP) Unengaged only. One unit within ◼ and Visible has
When an enemy performs a mission/pickup action, and is No Cover on all ranged weapons until the end of turn.
within ◼ of your unit, +1AP to complete. Also, when
determining control of an objective, enemies have -1APL if 8.) SMOKE GRENADE [3EP]
your unit is within range of the objective. (1AP) Place center of smoke token within ⬟ of unit. Creates
an area of smoke with a ◯ radius upward (not below) from
center. Until end of turn, a unit is not Visible if a Cover line is
drawn to it crosses an area of smoke. Can only be
performed once and not engaged w/enemies.
9.) SHOCK GRENADE [3EP]
(1AP) Select a point within ⬟, Roll D6 for each unit within ◯
of that point, -1 if not Visible. On 4+, -1 APL. Can only be
performed once and not engaged w/enemies.

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SCOUTS (SPACE MARINES)
Scout (Warrior/Sergeant) Scout (Heavy Gunner)
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 8/9 3◯ 2 1 3 4+ 8
Scout Sniper (Sergeant) Scout Sniper (Warrior)
M APL GA DF SV W M APL GA DF SV W
3◯ 2 1 3 4+ 9 3◯ 2 1 3 4+ 8
Camo Cloak: When in cover may retain one additional die. Camo Cloak: When in cover may retain one additional die.

NAME A BS/WS D SR !
Astartes Shotgun 4 2+ 4/4 Rng ⬟
Boltgun 4 3+ 3/4
Bolt Pistol 4 3+ 3/4 Rng ⬟
⚔Chainsword 5 2+ 4/5
⚔Combat Knife 4 3+ 3/4
⚔ Fists 3 3+ 3/4
Heavy Bolter 5 3+ 4/5 Heavy, Fusilade P1
Missile Launcher -Frag 4 3+ 3/5 Heavy, Blast ◯
Missile Launcher -Krak 4 3+ 5/7 Heavy, AP1
Scout Sniper Rifle 4 2+ 3/3 Heavy, Silent MW1
Scout Sniper Rifle (Sergeant) 4 2+ 3/3 Heavy, Silent, Balanced MW1

STRATEGIC PLOYS EQUIPMENT


Tactical Precision 2.) FRAG GRENADE [2EP]
Until end of turn, while friendly Scout is Visible and within ◼of Frag grenade 4 3+ 2/3
Friendly Leader, can reroll 1 attack dice.
Rng ⬟, Limited, Blast ◯, Indirect
TACTICAL PLOYS
3.) KRAK GRENADE [3EP]
Only In Death Does Duty End
When a Ready unit would die, instead he lives for one Frag grenade 4 3+ 4/5
activation and isn’t considered injured.. Rng ⬟, Limited, AP1, Indirect, No Overwatch
And They Shall Know No Fear
4.) PURITY SEAL [3EP]
One unit may ignore any or all modifiers to its APL
Once per battle. During Fight, Shoot, or Defend; use
characteristic and it is not injured until end of activation.
Command Re-roll for free.
EQUIPMENT 5.) SUSPENSOR SYSTEM [3EP]
Heavy rule, cannot move more than 3◯ if you shoot.
1.) SMOKE GRENADE [3EP]
Place center of smoke token within ⬟ of unit. Creates an 6.) AUSPEX [2EP]
area of smoke with a ◯ radius upward (not below) from (2AP) Unengaged only. One unit within ◼ and Visible has
center. Until end of turn, a unit is not Visible if a Cover line is No Cover on all ranged weapons until the end of turn.
drawn to it crosses an area of smoke. Can only be performed
once and not engaged w/enemies.

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TACTICAL MARINES (SPACE MARINES)
Warrior, Gunner, Heavy Gunner Sergeant¹
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 11 3◯ 3 1 3 3+ 12

NAME A BS/WS D SR !
Bolt pistol 4 2+ 3/4 Rng ⬟
Boltgun 4 3+ ¹2+ 3/4
Combi-flamer 5 2+ 2/2 Combi, Rng ⬟, Torrent ◯, Limited
Combi-grav 4 2+ 4/5 Combi, AP1, Grav, Limited
Combi-melta 4 2+ 6/3 Combi, Rng ⬟, AP2, Limited MW4
Combi-plasma (Overcharge) 4 2+ 5/6 Combi, AP2, Hot, Limited
Combi-plasma (Standard) 4 2+ 5/6 Combi, AP1, Limited
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯
Grav-gun 4 3+ 4/5 AP1, Grav
Grav-pistol 4 2+ 4/5 Rng ⬟, AP1, Grav
Hand flamer 4 2+ 2/2 Rng ⬟, Torrent ▲
Heavy bolter 5 3+ 4/5 Heavy, Fusilade P1
Inferno pistol 4 2+ 5/6 Rng ◼, AP2 MW3
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Missile Launcher - Frag 4 3+ 3/5 Heavy, Blast ◯
Missile Launcher - Krak 4 3+ 5/7 Heavy, AP1
Plasma Gun - Standard 4 3+ 5/6 AP1
Plasma Gun - Supercharge 4 3+ 5/6 AP2, Hot
Plasma Pistol - Standard 4 2+ 5/6 Rng ⬟, AP1
Plasma Pistol - Supercharge 4 2+ 5/6 Rng ⬟, AP2, Hot
⚔ Chainsword 5 2+ 4/5
⚔ Fists 3 3+ ¹2+ 3/4
⚔ Power fist 5 3+ 5/7 Brutal
⚔ Power Weapon 5 2+ 4/6 Lethal 5+

STRATEGIC PLOYS EQUIPMENT


BOLTER DISCIPLINE 1.) AUSPEX* [3EP]
Can Shoot twice. Can’t Fight if done. "Bolt" only. (2AP): Grant No Cover special rule to friendly unit within ◼.
SHOCK ASSAULT 2.) SUSPENSOR SYSTEM [3EP]
Can Fight Twice. Can’t Shoot if done. Can move up to 3◯ and still Shoot with Heavy weapons.
TACTICAL PRECISION 3.) PURITY SEAL [3EP]
Can re-roll one attack dice if within ◼ of LEADER. Once per battle. During Fight, Shoot, or Defend; use
TACTICAL PLOYS Command Re-roll for free.

ONLY IN DEATH DOES DUTY END 4.) FRAG GRENADE [2EP]


When a Ready SM would die, instead he lives for one Frag Grenade 4 3+ 2/3
activation and isn’t considered injured. Rng ⬟, Limited, Blast ◯, Indirect
AND THEY SHALL KNOW NO FEAR
5.) KRAK GRENADE [3EP]
One SM may ignore any or all modifiers to its APL
characteristic and it is not injured until end of activation. Krak Grenade 4 3+ 4/5
Rng ⬟, Limited, Indirect, No Overwatch.

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TALONS OF THE EMPEROR
CUSTODES SISTERS
M APL GA DF SV W M APL GA DF SV W
3◯ 4 1 3 2+ 18/19 3◯ 2 1 3 3+ 8/9

SPECIAL ABILITIES SPECIAL ABILITIES


The Emperor’s Chosen - Cannot be injured. Can ignore Psychic Abomination - If within , enemies cannot
mods to APL. Ignores the Stun Crit Rule. perform Psychic actions.

Storm Shield - 4++, each Parry discards 2 Strikes.

NAME A BS/WS D SR !
Guardian Spear 4 2+ 3/5 P1
Sentinel Blade 4 2+ 3/4 Rng ⬟ P1
⚔ Guardian Spear 5 2+ 5/7 Lethal 5+
⚔ Sentinel Blade 5 2+ 4/6 Lethal 5+
Boltgun 4 3+ 2+ 3/4
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯
⚔ Executioner Greatblade 4 3+ 2+ 4/6 Lethal 5+
⚔ Gun Butt 4 3+ 2+ 2/3

STRATEGIC PLOYS EQUIPMENT


AEGIS OF THE EMPEROR 1.) OATH PARCHMENT [3EP]
Crit Dmg is reduced Normal Dmg. Once per battle, Command Re-roll for free.
CREEPING DREAD 2.) TANGLEFOOT GRENADE (Custodes) [3EP]
If within ◼ of a Sister unit, BS/WS is worsened by 1. Once per battle, and while not engaged, -1 from Visible
enemy APL within ⬟.
PEERLESS WARRIORS
Custodes units can perform up to 2 Shoots and Fights. 3.) MISERICORDIA (Custodes) [2EP]
No Storm Shield. Each Fight, roll D6, 3+ enemy takes 2MW.
TACTICAL PLOYS
4.) PSYK-OUT GRENADE [2EP]
ARCANE GENETIC ALCHEMY
Custodes. Change normal save roll to crit. Psyk-out Grenade 4 3+ 1/1
Rng ⬟, Limited, Blast ◯, Indirect
BROTHERHOOD OF DEMIGODS
If Psyker or Daemon, dmg is 3/5 and has Lethal 5+.
End of Firefight phase, or when it’s your turn, one Custodes
may perform a free action. Does not activate.
5.) VRATINE FACEPLATE (Sisters) [2EP]
TALONS Once per battle, dmg from attack dice, subtract 3.
When within ⬟ of enemy, or ◯ of objective marker; a Sister
may jointly activate a ◼ Custodes, or vice versa.

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THOUSAND SONS
Rubric Marine/Aspiring Sorcerer Tzaangor/Twistbray
M APL GA DF SV W M APL GA DF SV W
3◯ 2/3 1 3 3+ 12/13 3◯ 2 1 3 6+ 8/9
Favoured by Change: 5++. Favoured by Change, Icon Bearer
All is Dust When shot, if normal dmg stat of wpn is ≤3, SV=2+. Herd Banner (1AP): Until end of turn, while w/i ◼of a friendly
Icon Bearer: APL is +1 for Objective Control Purposes. Tzaangor improve its ++ by 1.
Icon of Flame: While Aspiring Sorcerer w/i ◼ it can resolve a Brayhorn (1AP): Until end or turn, each time a Tzaangor
2nd psychic power w/o rolling a D6. Moves or Charges, add .
NAME A BS/WS D SR !
Inferno Boltgun 4 3+ 3/4 AP1
⚔ Fists 3 3+ 3/4
Soulreaper Cannon 6 3+ 3/4 AP1, Fusillade
Warpflamer 5 2+ 2/3 Rng ⬟, Torrent ◯, AP1
Inferno Bolt Pistol 4 2+ 3/4 Rng ⬟, AP1
Plasma Pistol - Standard 4 2+ 5/6 Rng ⬟, AP1
Plasma Pistol - Supercharge 4 2+ 5/6 Rng ⬟, AP2, Hot
Warpflame Pistol 4 2+ 2/3 Rng ⬟, Torrent ▲, AP1
⚔ Force Stave 4 3+ 4/5 Stun
Autopistol 4 4+ 2/3 Rng ⬟
⚔ Chainsword 4 4+ 3+ 4/5
⚔ Tzaangor Blades 4 4+ 3+ 4/5 Relentless
⚔ Dagger 4 4+ 3/4

STRATEGIC PLOYS EQUIPMENT


MALICIOUS VOLLEYS - 1CP 1.) ALL-SEEING EYE* [2EP]
Arcana Astartes can shoot 2x if bolt weapon and it doesn't Once per battle, do one of the following:
fight. - If ready, you can activate after activating a friendly unit.
SORCEROUS AUTOMATA - 1CP - You can activate a ready friendly unit after this one.
Until end or turn, Arcana Astartes (excluding 2.) RUNIC WARD* [3EP]
Sorcerer) get +1 APL when activating w/i ◼ of a ready Once per battle, in the Roll Defence Dice step when shot at,
Aspiring Sorcerer. you can retain one failed save as a successful normal save, or
INHUMAN SAVAGERY - 1CP one normal save as a successful crit save.
Until end of turn, when a Tzaangor fights in combat, if it 3.) MYTHIC SCROLL* (Aspiring Sorcerer) [2EP]
Charged, in the Roll Attack Dice step if you retain two or more Once only, perform a free Manifest Psychic Power action.
successful hits, you can retain one failed hit as a normal hit. 4.) GARGOYLE BAYONET [2EP]
TACTICAL PLOYS Gargoyle Bayonet 3 3+ 4/4
TREASURE HUNTER - 1 CP
Use when Tzaangor activated. It can perform a mission 5.) TREASURE TRINKET* [3EP]
action or Pick Up action for 1 less AP (min 0). Tzaangor only. +1 CP.
SORCEROUS FOCUS - 1CP 6.) GILDED HORNS (Tzaangor) [1 EP]
When rolling a D6 to resolve a 2nd psychic power and not w/i Each time this unit fights in combat, if it Charged, can retain
engagement range of enemies, treat result as a 6. one attack result of 5+ that is successful as a critical hit.
INFERNAL FUSILLADE - 1CP 7.) ENSORCELLED ROUNDS [2EP]
After making a shooting attack w/ Arcana Astartes (excluding Tzaangor only. Select one autopistol, add 1 to Damage.
sorcerer), if target did not lose any wounds repeat the attack. PSYCHIC POWERS
PSYCHIC POWERS DOOMBOLT
IMMATERIAL SURGE Doombolt 4 3+ 3/3
Select 1 other visible friendly unit, add 1 to its APL. Lethal 5+ ! - MW2
TWIST OF FATE FIRESTORM
Select 1 visible enemy, until end of turn, each time a TS unit
fights or shoots that enemy, in the Roll Attack Firestorm 5 4+ 2/2
Dice step you can re-roll one die. Indirect, Barrage, Blast ▲

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TOMB WORLD (NECRON)
WARRIOR FLAYED ONE
M APL GA DF SV W M APL GA DF SV W
2◯ 2 1 3 4+ 9 2◯ 2 1 3 4+ 9/10
IMMORTAL DEATHMARK
M APL GA DF SV W M APL GA DF SV W
2◯ 2 1 3 3+ 10/11 2◯ 2 1 3 3+ 10/11

SPECIAL ABILITIES
Living Metal - In the Ready units step of each turn, regain up to 2 lost wounds.

NAME A BS/WS D SR !
Gauss Flayer 4 3+ 3/4
Gauss Reaper 4 3+ 4/5 Rng ⬟ P1
⚔ Bayonet (warrior) 3 3+ 3/4
⚔ Bayonet (Immortal) 4 3+ 2+ 3/4
Gauss Blaster 4 3+ 2+ 4/5 AP1
Tesla Carbine 4 3+ 2+ 4/5 Splash 1
⚔ Flayer Claws 5 3+ 2+ 3/4 Rending
Synaptic Disintegrator 4 2+ 4/4 Heavy, AP1, (Leader: Balanced) MW1
⚔ Fists 3 3+ 2+ 3/4

STRATEGIC PLOYS EQUIPMENT


RELENTLESS ONSLAUGHT 1.) DEVOURER NANOSCARABS [3EP]
Until end of turn, when shooting, if target w/i ⬟ you can re-roll Devourer Nanoscarabs 4 3+ 3/4
one die.
Rng ⬟, Limited, Indirect, Lethal 5+
DIMENSIONAL CONCEALMENT (Deathmark)
(1AP) Change this unit’s order. 2.) SEMPITERNAL WEAVE* [3EP]
IMPLACABLE MARCH Deathmark Leader or Immortal Leader gains: Save 2+.
After determining unit’s order, if Engage order, +1◯ to its 3.) TESLA WEAVE [2EP]
move, and it can only perform Normal Move, Charge, Shoot, Each time an enemy finishes a Charge w/i engagement
and Fight actions. range, roll 3 D6. For each 5+ they suffer 1 mortal wound.
4.) STARFIRE CORE (Gauss Flayer/Reaper/Blaster) [2EP]
💀.
SKULKING KILLER (Flayed Ones)
Skulking Killer - Can perform a Charge while Each shooting attack, if you retain any critical hits, you can
retain one failed hit as a successful normal hit.
TACTICAL PLOYS
5.) HYPERPHASE BLADE (Bayonet) [2EP]
REANIMATION PROTOCOLS Gains Lethal 5+.
On death place Reanimation token and leave its order.
Before resolving Living Metal, roll D6 for each Reanimation 6.) MINDSHACKLE SCARABS* [3EP]
token. On a 3+ (or 2+ for Warriors), return unit near the token (AP1) Once per battle, Select one enemy w/i ◼ and visible,
not in engagement. It has D3 wounds remaining. roll a D6. If the result is higher than their APL, they get -1
APL. If the result is more than double their APL you can
LIVING LIGHTNING (Tesla Carbine) - 1CP perform a free Shoot or Fight action with that enemy as if it
When shooting, when one or more critical hits are retained, was friendly.
treat Splash 1 critical as Splash 2 critical, or treat the
distance for splash as ◼ instead of ◯.

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TRAITOR SPACE MARINES (HERETIC ASTARTES)
SPACE MARINES CULTISTS
M APL GA DF SV W M APL GA DF SV W
3◯ 3 1 3 3+ 12/13 3◯ 2 2 3 5+ 7
SPECIAL ABILITIES M APL GA DF SV W
Icon Bearer - +1 APL for objective control. 3◯ 2 1 3 5+ 7/8
Icon of Vengeance (1AP) - Until end of turn, when rolling
attack dice, if you crit, you can make one failed, Normal.

NAME A BS/WS D SR !
Autogun 4 4+ 2/3
Autopistol 4 4+ 2/3 Rng ⬟
Bolt Pistol 4 3+ 3/4 Rng ⬟
Boltgun 4 3+ 3/4
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯
Heavy Bolter 5 3+ 4/5 Heavy, Fusillade P1
Heavy Stubber 5 4+ 3/4 Heavy, Ceaseless, Fusillade
Meltagun 4 3+ 6/3 Rng ⬟, AP2 MW4
Missile Launcher - Frag 4 3+ 3/5 Heavy, Blast
- Krak 4 3+ 5/7 Heavy, AP1
Plasma Gun AP1
4 3+ 5/6
- Super Charge AP2, Hot
Shotgun 4 2+ 3/3 Rng ⬟
⚔ Brutal Assault Weapon 4 4+ 2/3
⚔ Chainsword 5 3+ 4/5
⚔ Fists 4 3+ 3/4
⚔ Gun Butt 3 4+ 2/3
⚔ Power Fist 5 3+ 5/7 Brutal
⚔ Power Weapon 5 2+ 4/6 Lethal 5+

STRATEGIC PLOYS EQUIPMENT


MALICIOUS VOLLEYS (Space Marine) 1.) BELT FEED [2/3EP]
Until end of turn, if you do not Fight, you may Shoot twice Add Ceaseless to a Boltgun, Bolt Pistol, or Heavy Bolter. If
with a weapon with bolt in the name. Heavy Bolter, 3EP.
HATEFUL ASSAULT (Space Marine) 2.) MALEFIC ROUNDS [2EP]
Until end of turn, if you do not Shoot, you may fight twice.. Add P1 Crit to a Boltgun, Bolt Pistol, or Heavy Bolter. If it
LET THE GALAXY BURN! (Space Marine) already has P1, add AP1 instead.
You can retain one of your 5+ dice rolls as a Crit. Can retain 3.) DARK BLESSING [3EP]
a 4+ if another effect retains a 5+. One Melee Weapon has +1 Attacks.
TACTICAL PLOYS 4.) FRAG GRENADE [2EP]
VETERAN OF THE LONG WAR (Space Marine) Frag Grenade 4 3+ 2/3
When Fighting or Shooting, if the enemy takes no wounds, Rng ⬟, Limited, Blast ◯, Indirect
repeat the Fight or Shoot.
5.) KRAK GRENADE [3EP]
STRIKE FROM WITHIN (Cultist)
Krak Grenade 4 3+ 4/5
Use in Set Up units step. That unit can be set up with a
Conceal order anywhere that is within ▲ of Heavy terrain and Rng ⬟, Limited, Indirect, AP1, Can’t Overwatch.
more than ⬟ from enemy units and the enemy drop zone. 6.) GRISLY TROPHY* [3EP]
WARP INFUSED (Space Marine) If enemy is Visible and within ◼, -1 to their attacks.
Ignore any or all mods to APL and isn’t injured. 7.) SUSPENSOR SYSTEM [3EP]
Heavy rule, cannot move more than 3◯ if you shoot.
8.) SACRIFICIAL DAGGER* [3EP]
Once a turn, on kill, gain 4 lost wounds.

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TROUPE (HARLEQUINS)

M APL GA DF SV W ABILITIES
3◯ 3 1 3 6+/4++ 8/9 Flip Belt - Moves as though it can Fly, passes jump tests.

NAME A BS/WS D SR !
Fusion Pistol 4 3+ 5/3 Rng ◼, AP2 MW3
Neuro Disruptor 4 3+ 4/5 Rng ⬟, AP1 Stun
Shuriken Pistol 4 3+ 3/4 Rng ⬟ Rending
⚔ Harlequin’s Blade 5 3+ 4/5 Balanced
⚔ Harlequin's Caress 5 4+ 5/6
⚔ Harlequin's Embrace 5 3+ 4/5 Brutal
⚔ Harlequin’s Kiss 5 3+ 3/7
⚔ Power Weapon 5 2+ 4/6 Lethal 5+

STRATEGIC PLOYS EQUIPMENT


RISING CRESCENDO 1.) SHRIEKER TOXIN ROUNDS [3EP]
Each time a unit is activated, it can Dash and Charge while Shuriken Pistol gains MW1 on crit.
in engagement range, and any move action may add 1 ▲.
2.) DEATH MASK* [3EP]
DOMINO FIELD If this unit dies, gain 1CP.
If haven’t shot, and within ▲ of Cover, treated as Conceal.
3.) ACCELERATED MONOFILAMENT WIRE [3EP]
PRISMATIC BLUR Harlequin’s Embrace gains Reap 1 on crit and Lethal 5+
Each Move, Fall Back, or Charge causes Prismatic Blur. special rule.
Can re-roll 1 Defense Die when being shot. Can roll a D6
when Striked, on 4+ it’s parried. 4.) SUPERTENSILE MONOFILAMENT WIRE [3EP]
Harlequin’s Kiss gains +1 Normal Dmg.
TACTICAL PLOYS
5.) PURE PSYCHOCRYSTALS [3EP]
MURDEROUS ENTRANCE Neuro Disruptor gains Lethal 5+.
After a Charge, if you Strike with a Crit, you may
immediately Strike with a second die. 6.) WRAITHBONE TALISMAN [3EP]
Once per battle, when fighting, shooting, or defending, you
THE CURTAIN FALLS can used Command Re-roll for free.
When you Strike, end combat and Fall Back for 1AP.
7.) PRISMATIC GRENADE [3EP]
HERO’S PATH
Prismatic Grenade 4 3+ 3/4
When activated, can move anywhere that is more than ⬟
from an enemy for 3AP. Rng ⬟, Limited, Blast ◯, Indirect, Stun on crit.

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VETERAN GUARDSMEN (ASTRA MILITARUM)
VETERAN
-

SPECIAL RULES (cont)


M APL GA DF SV W [ZEALOT] The Emperor Protects: Reroll any/all defense dice.
3◯ 2 1 3 5+ 7/8 Uplifting Primer (1AP): Until end of turn, any unit within ◼ can select
-

one attack die of 5+ as crit.


SPECIAL RULES
[MEDIC]!: Once per turn, when one unit within ◼ and not engaged can
[SERGEANT] Guardsmen Orders: Page 44.
be revived with 1 wound. Combat ends. Can perform free Dash to end
[SNIPER]: If no Normal Move, Charge, or Fall Back, Long-las gains within ▲ of this unit. -1 APL for both.
Silent.
Medikit (1AP): Friendly within ▲ regains 2D3 wounds. Cannot be
[CONFIDANT] Second in Command: If Sergeant dies, gains Leader engaged. Cannot be used on a target of MEDIC! this turn.
and Guardsmen Orders.
[COMMS] Relay Orders: If this unit is issued an order, it can issue it
Directive: If not Leader, can activate a unit within ⬟ and Visible, after to all other guardsmen. Subtract 1 from this unit’s APL.
it’s activation.
Signal (1AP): Comms Only. Not within engagement range of enemy.
[DEMOLITION] *Detonate: Shoot from center of mine token with Rng Select Guardsman/Scion within ⬟ to receive 1 APL.
◼. All enemies are Visible. Remove token.
[BRUISER]: Once per turn, during fight, ignore 1 normal hit.
Plant Mine (1AP): Place mine token within ▲ of unit, then free Dash.
[SPOTTER] (2AP): Select one enemy Visible, and one friendly within
Cannot do while engaged or if a token is already in play.
[HARDENED] by War: D6 on wound, 5+ not lost. Ignore -APL. treated as having
-
🎯
◯ and Visible to this unit. Activate the unit after this one. The enemy is
. Cannot be engaged.
NAME A BS/WS D SR !
Bolt Pistol 4 3+ 3/4 Rng ⬟
Boltgun 4 4+ 3+ 3/4
Flamer 5 2+ 2/2 Rng ⬟, Torrent ◯
Grenade Launcher - Frag 4 4+ 2/4 Blast ◯
Grenade Launcher - Krak 4 4+ 4/5 AP1
Laspistol 4 4+ 3+ 2/3 Rng ⬟
Lasgun - Standard 4 4+ 2/3
Lasgun - Overcharge* 4 4+ 2/3 AP1, Hot
Long-las 4 2+ 3/3 MW3
Meltagun 4 4+ 6/3 Rng ⬟, AP2 MW4
Mortar Barrage 5 4+ 2/3 Barrage, Unwieldy, Blast ◯, Silent
Plasma Gun - Standard 4 4+ 5/6 AP1
Plasma Gun - Supercharge 4 4+ 5/6 AP2, Hot
Plasma Pistol - Standard 4 4+ 5/6 Rng ⬟, AP1
Plasma Pistol - Supercharge 4 4+ 5/6 Rng ⬟, AP2, Hot
Remote Mine 4 2+ 5/6 AP1, Detonate*, Silent, No Overwatch
⚔ Bayonet 3 4+ 3+ 2/3
⚔ Bionic Arm 3 4+ 4/5
⚔ Chainsword 4 4+ 3+ 3/4
⚔ Power Weapon 4 3+ 4/6 Lethal 5+
⚔ Trench Club 3 3+ 3/3 Stun
Frag Grenade 4 3+ 2/3 Rng ⬟, Limited, Blast ◯, Indirect
Krak Grenade 4 3+ 4/5 Rng ⬟, Lmtd, Indirect, AP1, No Overwatch
⚔ Hand Axe 3 4+ 3/5
-
- -

STRATEGIC PLOYS EQUIPMENT


*OVERCHARGE LASGUNS 1.) FRAG GRENADE [2EP]
TAKE COVER 2.) KRAK GRENADE [3EP]
If in cover, improve SV by 1. 3.) HOT-SHOT CAPACITOR PACK [2EP]
INTO THE BREACH Add 1 to dmg characteristics of Lasguns and Laspistols.
If in your drop zone, can make free Dash towards enemy drop zone.
4.) ROSARY* [2EP]
CLEAR THE LINE Once only, ignore dmg from 1 Attack Die.
Each fight, can retain a normal hit without rolling it.
5.) HAND AXE [2EP]
TACTICAL PLOYS
6.) TRENCH SHOVEL [2EP]
INSPIRATIONAL LEADERSHIP (Leader) When within drop zone, enemies more than ◯ treat this unit as in
Issue a Guardsmen Order to all friendlies with ⬟ and Visible. cover, but not if this unit moved.
IN DEATH, ATONEMENT 7.) CHRONOMETER* [3EP]
When a Ready unit dies, he lives for one activation and isn’t injured. Once only, can reroll initiative die.
COMBINED ARMS 8.) TOPOGRAPHICAL CHART* [3EP]
During Shoot, if targeting a unit already shot, reroll any/all attack die.
-
Choose a 2nd, different scouting option. Initiative is based on 1st.
-

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